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*Pathfinder & Starfinder
Wotc_Huscarl on the Biggie Smalls playtest, part 4.
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<blockquote data-quote="helium3" data-source="post: 3994865" data-attributes="member: 31301"><p>Good point, I hadn't thought about that sort of a comparison. It does pretty much create the same chance of a roll producing a value above a certain number.</p><p></p><p></p><p></p><p>Well, I'm assuming that the +4 is just a modifier now and that a crit only happens on a 20, if I understand what you mean by "needing exactly a 20 to hit."</p><p></p><p>If ones are still automatic misses, the +4 version increases the chance to miss back to 5% rather than the 1/4% it was at with the 2d20-take the best method.</p><p></p><p>As for it being "broken" as an at will power I suppose I just imagined what would happen in 3.5 if you modified the probability curve for the base d20 roll like that and it seemed extreme.</p><p></p><p>The way I look at the d20, when things are balanced a roll of below 10 usually means a miss, a roll of 11 to 15 can be either depending on the modifiers in effect and 16+ is almost always a hit. So, 50% of the time you swing and miss, 25% of the time you swing and hit and 25% percent of the time it's a toss-up. With the new curve, 25% of the time your roll is a miss, 25% of the time its a toss-up and 50% of the time it's a hit.</p><p></p><p>Still, it functionally isn't very different from a +4 modifier, so yeah I think you're right. It's probably not as broken as I initially thought. The modifier probably also makes it easier to eyeball how much better you are at hitting when using the power compared to other attackers.</p></blockquote><p></p>
[QUOTE="helium3, post: 3994865, member: 31301"] Good point, I hadn't thought about that sort of a comparison. It does pretty much create the same chance of a roll producing a value above a certain number. Well, I'm assuming that the +4 is just a modifier now and that a crit only happens on a 20, if I understand what you mean by "needing exactly a 20 to hit." If ones are still automatic misses, the +4 version increases the chance to miss back to 5% rather than the 1/4% it was at with the 2d20-take the best method. As for it being "broken" as an at will power I suppose I just imagined what would happen in 3.5 if you modified the probability curve for the base d20 roll like that and it seemed extreme. The way I look at the d20, when things are balanced a roll of below 10 usually means a miss, a roll of 11 to 15 can be either depending on the modifiers in effect and 16+ is almost always a hit. So, 50% of the time you swing and miss, 25% of the time you swing and hit and 25% percent of the time it's a toss-up. With the new curve, 25% of the time your roll is a miss, 25% of the time its a toss-up and 50% of the time it's a hit. Still, it functionally isn't very different from a +4 modifier, so yeah I think you're right. It's probably not as broken as I initially thought. The modifier probably also makes it easier to eyeball how much better you are at hitting when using the power compared to other attackers. [/QUOTE]
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Wotc_Huscarl on the Biggie Smalls playtest, part 4.
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